greglab
GamesLive

Nebulynx Arena

Neon cyber arena shooter.

A neon third-person arena shooter with over-the-shoulder presentation, team and free-for-all play, server-owned rounds, and guest-friendly shared profiles.

Camera
Third person
Modes
FFA + teams
Authority
Server
First commit
2026-03-31

What it is

Nebulynx Arena presents multiplayer combat from an over-the-shoulder camera in a neon cyber arena. Three.js renders the player, arena, HUD, interpolation, and post-processing effects.

The Node and Socket.IO server owns player damage and match state. It supports free-for-all and team modes, including solo-hosted starts for straightforward testing and play.

Client pause handling releases pointer lock and restores it safely on resume, keeping browser focus transitions from trapping or breaking a session.

The game reads greglab Games identity when the hub is available and intentionally keeps guest play operational when it is not.

Highlights

  • Free-for-all and team modes
  • Server-authoritative damage and rounds
  • Shared profile integration with guest fallback

Captured features

Inside the project

The neon opening screen introduces matchmaking for the third-person cyber arena.

Capabilities

Key features

Third-person combat

An over-the-shoulder camera frames the player and neon arena while keeping aiming central.

Two match modes

Rooms support both free-for-all combat and team-based rounds.

Authoritative rounds

The server owns damage, score, teams, and round transitions rather than trusting the rendering client.

Interpolated presentation

The client smooths remote snapshots and layers HUD and post-processing over the Three.js arena.

Pause recovery

Pause and pointer-lock handling lets players leave and regain browser focus without corrupting the match flow.

Under the hood

How it works

  1. 1The browser sends controls and renders the player, arena, HUD, interpolation, and effects in Three.js.
  2. 2A Socket.IO room service advances authoritative movement, damage, teams, scores, and rounds.
  3. 3Pointer-lock state is coordinated with pause and resume overlays in the client.
  4. 4Shared profile lookup is optional and falls back to a local guest identity.

Recent changes

Full changelog →
  1. Simplified hub navigation

    Removed redundant profile management controls from the game.

  2. Fixed pause and solo matchmaking

    Improved pointer-lock recovery and allowed solo-hosted starts.

  3. Integrated greglab profiles

    Connected the arena to shared Games hub identity.